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Implementation of Digital Games in Advancing Students’ Higher-Order Thinking Skills: A Review
Author(s) -
Mohammad Fadhli Ahmad,
Noor Rohana Mansor,
Roswati Abdul Rashid,
Nurul Ain,
Nurul Ain Chua,
Cho Min Sung
Publication year - 2021
Publication title -
journal of physics. conference series
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.21
H-Index - 85
eISSN - 1742-6596
pISSN - 1742-6588
DOI - 10.1088/1742-6596/1793/1/012069
Subject(s) - higher order thinking , mathematics education , 21st century skills , process (computing) , order (exchange) , digital learning , critical thinking , feeling , function (biology) , psychology , computer science , pedagogy , teaching method , social psychology , finance , evolutionary biology , cognitively guided instruction , economics , biology , operating system
The 4.0 industrial revolution transformed life remarkably. Dependence on technology is notable and influences the learning system in our country. In fact, its weight becomes more visible in the post-COVID-19 situation that strikes the world today. Online learning compels educators to be more creative in designing the learning process. One of them is to employ a digital game strategy in learning that utilises the elements of the game intending to motivate students, maximise positive feelings and engagement with the learning process. Furthermore, the application of this media can help to improve students’ higher-order thinking skills because through the digital game, students can explore innovative things as well as test their level of acceptance of the topics discussed in the lecture. Nonetheless, to what extent is the approach victorious in helping to overcome various problems in learning and able to improve students’ higher-order thinking skills? Therefore, this paper identified the implementation of digital games in learning and its implications for the advancement of higher-order thinking skills of students either at the secondary or tertiary education level. Extensive literature review methods were administred to identify and present data relevant to the current situation, especially in the learning atmosphere in this epoch of COVID-19 pandemic. In particular, this research addressed the fundamental concepts of digital games, its implementation and function in enhancing students’ higher-order thinking skills. Further, the researchers proposed that this study would contribute to educators, particularly in improving the efficiency of technology. Ergo, it would be supporting students to explore novel ideas.

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